MAP | SCORE | HONORARY TITLES
aaaa | 50 |
Astarte | 50 | Greatest Potential
Hotted Boobs | 60 |
Lunarbase V2 | 35 | Most Creative
Mannscape | 75 |
Moraine | 85 | Best Alpha Style, Best Name, Best Use of Pickups
Scarab | 47 |
Skyway | 57 |
Wichita | 55 | Best One-Way Route
AAAA
A pervasive problem through a lot of the standard CTF maps in this contest seems to be that the attacking team has a fairly easy time holding forward at mid, which basically locks the defending team into their base. Sometimes this also comes in the form of a lobby between spawn and mid that can be hard for defenders to clear out, which I think this map suffers from a fair amount. Also, you can kind of tell that the map was made by a pyro main by its scale. There are very few parts of the map where pyro can be effectively outranged, especially in the lobby.
ASTARTE
A is generally fun, but B is a pain to push. Flanking classes have trouble carrying their weight because the flanks don't require much rotation from red to be able to cover.
HOTTED BOOBS
This map always feels like I'm playing it on a half-full server, which I think is because the lobby design is a bit bloated and also heavily separated. The divided design of the lobbies can also be quite irritating because the main rotation requires going through mid, where the enemy team may have high ground over you in almost every direction. If the enemy team is holding forward, your only flank is a
long walk.
LUNARBASE V2
In general, most areas of this map are not particularly fun for combat. Areas are overscaled and you have few options for attack. Mid is the worst offender, and it seems that people barely actually fight in mid - they just fight in the side areas and only go to mid when the portal is active. The moon area, which is a neat gimmick, has some issues - in addition to not being a very good area for combat, the low gravity is too extreme to be fun. Lastly, possibly as a result of the general overscaling, rounds take ages to complete.
MANNSCAPE
Generally a pretty fun asym map. The main issue I have with the map is that flanks are less effective than they feel like they should be - A is good in this regard, but B and C's flanks just don't offer blue enough power to be useful for an individual player to make progress. Not that teamwork isn't a good thing, but I want a bit more agency.
MORAINE
The best implementation of A/D CTF in the contest. The way each flank is scaled to work as a "main" route but also still functions as a flank really helps with allowing the attacking team a variety of options for pushing the flag. I have some complaints about particular parts of the map (A is too difficult to push out of lobby, and it feels like spawncamping is almost required to push C), but overall this is the most solid and consistent map in the contest.
SCARAB
Both points need more options for attack. B is definitely more fun as it seems a bit harder for a team to shut down the other team from entering, but A's sniper balcony enables a sniper to shut down pushes far too effectively.
SKYWAY
This map can be great and it can be painful. I think the largest issue I have is how the map is designed to have routes through the base be effective attacking routes - I'm not sure how you can design this well without also allowing spawncamping. The flow through lobby into mid is also janky at best.
WICHITA
This map is a lot of fun for defense, but has issues with spawncamping and a chaotic mid.